mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-17 20:13:07 +01:00
Remove Network function name prefixes given namespace qualifiers
This commit is contained in:
@@ -121,12 +121,12 @@ namespace OpenRCT2
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}
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}
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NetworkUpdate();
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Network::Update();
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if (NetworkGetMode() == NETWORK_MODE_CLIENT && NetworkGetStatus() == NETWORK_STATUS_CONNECTED
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&& NetworkGetAuthstatus() == NetworkAuth::Ok)
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if (Network::GetMode() == Network::Mode::client && Network::GetStatus() == Network::Status::connected
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&& Network::GetAuthstatus() == Network::Auth::ok)
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{
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numUpdates = std::clamp<uint32_t>(NetworkGetServerTick() - getGameState().currentTicks, 0, 10);
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numUpdates = std::clamp<uint32_t>(Network::GetServerTick() - getGameState().currentTicks, 0, 10);
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}
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else
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{
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@@ -139,10 +139,10 @@ namespace OpenRCT2
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}
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bool isPaused = GameIsPaused();
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if (NetworkGetMode() == NETWORK_MODE_SERVER && Config::Get().network.PauseServerIfNoClients)
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if (Network::GetMode() == Network::Mode::server && Config::Get().network.PauseServerIfNoClients)
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{
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// If we are headless we always have 1 player (host), pause if no one else is around.
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if (gOpenRCT2Headless && NetworkGetNumPlayers() == 1)
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if (gOpenRCT2Headless && Network::GetNumPlayers() == 1)
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{
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isPaused |= true;
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}
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@@ -151,7 +151,7 @@ namespace OpenRCT2
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bool didRunSingleFrame = false;
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if (isPaused)
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{
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if (gDoSingleUpdate && NetworkGetMode() == NETWORK_MODE_NONE)
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if (gDoSingleUpdate && Network::GetMode() == Network::Mode::none)
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{
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didRunSingleFrame = true;
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PauseToggle();
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@@ -163,17 +163,17 @@ namespace OpenRCT2
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// If the game is paused it will not call UpdateLogic at all.
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numUpdates = 0;
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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if (Network::GetMode() == Network::Mode::server)
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{
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// Make sure the client always knows about what tick the host is on.
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NetworkSendTick();
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Network::SendTick();
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}
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// Keep updating the money effect even when paused.
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getGameState().entities.UpdateMoneyEffect();
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// Post-tick network update
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NetworkProcessPending();
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Network::ProcessPending();
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// Post-tick game actions.
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GameActions::ProcessQueue();
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@@ -206,7 +206,7 @@ namespace OpenRCT2
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break;
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}
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NetworkFlush();
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Network::Flush();
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if (!gOpenRCT2Headless)
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{
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@@ -251,41 +251,41 @@ namespace OpenRCT2
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GetContext()->GetReplayManager()->Update();
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NetworkUpdate();
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Network::Update();
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auto& gameState = getGameState();
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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if (Network::GetMode() == Network::Mode::server)
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{
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if (NetworkGamestateSnapshotsEnabled())
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if (Network::GamestateSnapshotsEnabled())
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{
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gameStateCreateStateSnapshot();
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}
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// Send current tick out.
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NetworkSendTick();
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Network::SendTick();
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}
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else if (NetworkGetMode() == NETWORK_MODE_CLIENT)
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else if (Network::GetMode() == Network::Mode::client)
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{
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// Don't run past the server, this condition can happen during map changes.
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if (NetworkGetServerTick() == gameState.currentTicks)
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if (Network::GetServerTick() == gameState.currentTicks)
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{
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gInUpdateCode = false;
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return;
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}
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// Check desync.
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bool desynced = NetworkCheckDesynchronisation();
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bool desynced = Network::CheckDesynchronisation();
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if (desynced)
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{
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// If desync debugging is enabled and we are still connected request the specific game state from server.
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if (NetworkGamestateSnapshotsEnabled() && NetworkGetStatus() == NETWORK_STATUS_CONNECTED)
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if (Network::GamestateSnapshotsEnabled() && Network::GetStatus() == Network::Status::connected)
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{
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// Create snapshot from this tick so we can compare it later
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// as we won't pause the game on this event.
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gameStateCreateStateSnapshot();
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NetworkRequestGamestateSnapshot();
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Network::RequestGamestateSnapshot();
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}
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}
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}
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@@ -343,8 +343,8 @@ namespace OpenRCT2
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GameActions::ProcessQueue();
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NetworkProcessPending();
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NetworkFlush();
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Network::ProcessPending();
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Network::Flush();
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gameState.currentTicks++;
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